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Harness you imagination: 
games in knowledge co-creation
Otso Hannula 
• Doctoral researcher at Enterprise 
Simulation Laboratory SimLab, Aalto 
University Department of Industrial 
Engineering 
• Gaming for 20 years across media: 
computer, consoles, mobile, board 
games, roleplaying games, larp, 
miniatures 
• Interests: game design, learning in 
games, storytelling
Gaming simulations 
Educational games 
Gameful design 
Serious games 
Gamification 
Learning games Game-based learning 
Games that are used for something beyond 
the play itself, often as an aid for learning by 
keeping the attention of a learner over time, or 
by simulating future scenarios (Abt, 1987)
Games that are used for something 
beyond the play itself
The Planning Game 
James Shore’s The Art of AgileTM (2007)
Canyon Adventure 
The Ohio State University Wexner Medical Center (2013)
The Ruby Realm 
Education Development Center, Possible Worlds (2009)
From games about problem-solving 
to games for problem-solving
The ATLAS game
The ATLAS game 
• 3-5 players playing 
collaboratively with 2 
facilitators 
• Build a “map” of answers by 
placing and answering 
questions on the board 
• The players will plan a 
service co-development 
project and learn about co-development 
methods
The ATLAS game
The ATLAS game
The ATLAS game
What did we learn?
Facilitator 1: “But do you want these too?” [raises and holds visible 
Participant cards chosen earlier in the game] ”How about these 
[municipality official stakeholders], do you want them to also co-create 
[the service] with you? “ 
Player 3: ”Yes.” 
Player 5: “Yeah.” 
Facilitator 1: [Keeps holding the cards up] ”Or are they an 
information source for you?” 
Player 2: “Actually yes, do we really want our funders, over there, 
[refers to the card] to give us restrictions on what we’re allowed to 
do?”
Player 2: “Can we still affect the change [that the cookie factory is 
leaving the municipality]?” 
Player 3: “But isn’t it like, that we’re thinking proactively, that we’re 
not just replacing the cookie factory with some new herring factory or 
a smoker, but we’re going with the [new innovators], to do all other 
kinds of new things.” 
Player 4: “But the reason for all this change [in the municipality] was 
the fact that they had all this difficulty and slowness [in the 
municipality administration].” 
Player 1: “…there has been this change happening…” 
Player 5: “But the society and the situation there have changed 
[because of the cookie factory leaving].
Objects of collaboration 
Predesigned Emergent 
Tangible Game board, cards, 
methods, game rules 
Participants, post-it notes 
Intangible Case description Project plan, service concept, 
expanded case description, 
personal experiences
Example of play 
Moment-to-moment? 
Single encounter? 
Campaign world? 
Social landscape?
Activity systems 
TOOLS 
SUBJECT 
OBJECT 
OUTCOME 
RULES COMMUNITY DIVISION OF LABOR 
Engeström (1987)
Activity systems 
(Tool) 
CONSTITUTIVE RULES 
(Subject) 
PLAYER 
(Object) 
GAME OBJECT 
(Outcome) 
OUTCOME 
(Rules) 
REGULATIVE RULES 
(Community) 
PARTICIPANTS AS 
COMMUNITY 
(Division of labor) 
ROLES
Activity systems 
(Tool) 
CONSTITUTIVE RULES 
Movement, turn order, picking cards, 
presenting new information 
(Subject) 
PLAYER 
Single players, 
collaborative decisions 
(Object) 
GAME OBJECT 
Cards, map tokens, 
answers, shared fiction 
(Rules) 
REGULATIVE RULES 
Turn order, consensus 
building 
(Community) 
PARTICIPANTS AS 
(Outcome) 
OUTCOME 
Project plan 
COMMUNITY Project roles 
Players, facilitators 
(Division of labor) 
ROLES
Activity systems 
CONSTITUTIVE RULES 
PLAYER 
GAME OBJECT 
OUTCOME 
REGULATIVE RULES PLAYERS AS 
COMMUNITY 
ROLES 
is empowered by 
impose 
restrictions on 
is mediated by 
object of 
activity 
restrict 
mediate the 
manipulation of 
define the relationship 
towards 
share 
RELATIONSHIPS
Activity systems 
CONSTITUTIVE RULES 
PLAYER 
OUTCOME 
REGULATIVE RULES PLAYERS AS 
COMMUNITY 
ROLES 
TENSIONS 
“How am I 
allowed to 
use the tools I 
am given?” 
“What does my 
role enable me 
to do?” 
“How do my 
abilities reflect 
on the hierarchy 
in the game?” 
“How does 
the role 
define me 
and vice 
versa?” 
“How will I 
reach my goals 
with the tools I 
have?” 
GAME OBJECT
(A bad) example of play
(A bad) example of play
(A better) example of play
(A high-level) example of play 
Me 
(the player) 
My ability to 
contribute to the 
story 
Constraints that 
produce 
interesting 
choices 
The actions of 
other people 
around the table 
Possibilities and 
expectations 
generated by the 
characters 
Our shared 
object of 
collaboration 
The outcome I 
desire 
(for whatever 
reason)
The Laundry World 
+ 
Sali 21 16.00-20.00 AND 20.00-24.00
Thank you! 
Contact: 
@otsohannula 
otso.hannula@gmail.com 
Thesis available at: www.tinyurl.com/otso2014 
ATLAS game available at http://atlas-research.fi/

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Harness your imagination

  • 1. Harness you imagination: games in knowledge co-creation
  • 2. Otso Hannula • Doctoral researcher at Enterprise Simulation Laboratory SimLab, Aalto University Department of Industrial Engineering • Gaming for 20 years across media: computer, consoles, mobile, board games, roleplaying games, larp, miniatures • Interests: game design, learning in games, storytelling
  • 3. Gaming simulations Educational games Gameful design Serious games Gamification Learning games Game-based learning Games that are used for something beyond the play itself, often as an aid for learning by keeping the attention of a learner over time, or by simulating future scenarios (Abt, 1987)
  • 4. Games that are used for something beyond the play itself
  • 5. The Planning Game James Shore’s The Art of AgileTM (2007)
  • 6. Canyon Adventure The Ohio State University Wexner Medical Center (2013)
  • 7. The Ruby Realm Education Development Center, Possible Worlds (2009)
  • 8. From games about problem-solving to games for problem-solving
  • 10. The ATLAS game • 3-5 players playing collaboratively with 2 facilitators • Build a “map” of answers by placing and answering questions on the board • The players will plan a service co-development project and learn about co-development methods
  • 14. What did we learn?
  • 15. Facilitator 1: “But do you want these too?” [raises and holds visible Participant cards chosen earlier in the game] ”How about these [municipality official stakeholders], do you want them to also co-create [the service] with you? “ Player 3: ”Yes.” Player 5: “Yeah.” Facilitator 1: [Keeps holding the cards up] ”Or are they an information source for you?” Player 2: “Actually yes, do we really want our funders, over there, [refers to the card] to give us restrictions on what we’re allowed to do?”
  • 16. Player 2: “Can we still affect the change [that the cookie factory is leaving the municipality]?” Player 3: “But isn’t it like, that we’re thinking proactively, that we’re not just replacing the cookie factory with some new herring factory or a smoker, but we’re going with the [new innovators], to do all other kinds of new things.” Player 4: “But the reason for all this change [in the municipality] was the fact that they had all this difficulty and slowness [in the municipality administration].” Player 1: “…there has been this change happening…” Player 5: “But the society and the situation there have changed [because of the cookie factory leaving].
  • 17. Objects of collaboration Predesigned Emergent Tangible Game board, cards, methods, game rules Participants, post-it notes Intangible Case description Project plan, service concept, expanded case description, personal experiences
  • 18. Example of play Moment-to-moment? Single encounter? Campaign world? Social landscape?
  • 19. Activity systems TOOLS SUBJECT OBJECT OUTCOME RULES COMMUNITY DIVISION OF LABOR Engeström (1987)
  • 20. Activity systems (Tool) CONSTITUTIVE RULES (Subject) PLAYER (Object) GAME OBJECT (Outcome) OUTCOME (Rules) REGULATIVE RULES (Community) PARTICIPANTS AS COMMUNITY (Division of labor) ROLES
  • 21. Activity systems (Tool) CONSTITUTIVE RULES Movement, turn order, picking cards, presenting new information (Subject) PLAYER Single players, collaborative decisions (Object) GAME OBJECT Cards, map tokens, answers, shared fiction (Rules) REGULATIVE RULES Turn order, consensus building (Community) PARTICIPANTS AS (Outcome) OUTCOME Project plan COMMUNITY Project roles Players, facilitators (Division of labor) ROLES
  • 22. Activity systems CONSTITUTIVE RULES PLAYER GAME OBJECT OUTCOME REGULATIVE RULES PLAYERS AS COMMUNITY ROLES is empowered by impose restrictions on is mediated by object of activity restrict mediate the manipulation of define the relationship towards share RELATIONSHIPS
  • 23. Activity systems CONSTITUTIVE RULES PLAYER OUTCOME REGULATIVE RULES PLAYERS AS COMMUNITY ROLES TENSIONS “How am I allowed to use the tools I am given?” “What does my role enable me to do?” “How do my abilities reflect on the hierarchy in the game?” “How does the role define me and vice versa?” “How will I reach my goals with the tools I have?” GAME OBJECT
  • 24. (A bad) example of play
  • 25. (A bad) example of play
  • 27. (A high-level) example of play Me (the player) My ability to contribute to the story Constraints that produce interesting choices The actions of other people around the table Possibilities and expectations generated by the characters Our shared object of collaboration The outcome I desire (for whatever reason)
  • 28. The Laundry World + Sali 21 16.00-20.00 AND 20.00-24.00
  • 29. Thank you! Contact: @otsohannula otso.hannula@gmail.com Thesis available at: www.tinyurl.com/otso2014 ATLAS game available at http://atlas-research.fi/

Notas del editor

  1. ATLAS vs learning games
  2. ATLAS vs learning games